Finish the totemists? I loved that concept, and you already had hte classes done you just needed to finish the totems list... I tried making my own totems but that didn't work.
If not, then I'll second Gruuuus idea, a copycat class, something like a factotum with a little bit of the Taskshaper from Rite Publishing (The mimic abilities, mess with feats, change skills part, not the shapeshifiting one).

Kind of like in Wiz Biz, a modern day gamer is tossed into Pathfinder Land with his Pathfinder books.

Kind of like a Archvist, the gamer can make knowledge rolls to give insight bonuses to the party to help them take out monsters.

He has "meta" powers as he knows there is a player that is directing him, so he can, in-game, do meta-game stuff legitimately because it's actually in character.

An example might be that he can talk to another character, even though they are across town from each other, because he just has his player talk to the other PC's player. The other PC perceives it as these thoughts popping into their head, thinking it's some kind of magical power.

A special scholar that, reading books or something similar in the morning for an hour, get abilities depending on what sort of books he reads for the day.

This sounds like a variant version of the binder from 3.5's Tome of Magic.

I was working on a Totemist system of magic that was kind of similar mechanically, but dealt with spirits of nature, like Ancestor Spirits, Animal Spirits, and Elemental Spirits. Each day, you would join with a different spirit, and gain different abilities based on the kind of spirit you joined with.

How about a Binder whose powers aren't so random and erratic? One that a relatively new player has a chance of actually playing effectively without spending a lot of time studying how all the different vestiges interact with one another.

How about a Binder whose powers aren't so random and erratic? One that a relatively new player has a chance of actually playing effectively without spending a lot of time studying how all the different vestiges interact with one another.

That's more about re-designing the vestiges. Which is a good idea. Each level of vestige should have several options, and they should probably cover the various "roles" that other classes fill. For example, a blaster vestige, a face vestige, a healer vestige, an archer vestige, a stealth vestige, a mobility vestige, a striker vestige, a scout vestige, battlefield controller vestige, a summoner vestige, various combat maneuver vestiges, etc. etc.

Ideally, there should be a limited number of vestiges per level, maybe 5 or 6, and each should be able to fill 2 or 3 roles, with 4 or 5 powers, but the overarching theme of the vestige should make some kind of sense. The powers should kind of go together.

For example, one vestige, Savnok, grants magic armor, DR/piercing, and lets you switch places with an ally, so you can take the hits your ally can't. This is an example of a vestige with a good theme.

Eurynome is a vestige that has a whole hodgepodge of powers: animals are friendly to you, you get a big giant chaos hammer, DR 2/lawful, you can walk on water, and creatures that bite you are poisoned. This is an example of a crazy confusing vestige. You can do extra damage against lawful creatures, but they can overcome your (very limited) DR, so fighting lawful creatures may not make the most sense. Also, you hurt things that bite you, but you still take damage from being bitten, so it only works as a defense against multiple biters that can learn (quickly!) not to bite you....and biting isn't usually an attack form the brightest tool in the tool shack uses....and dumb animals that would normally bite you won't because they act friendly towards you. And not a lot of biters are out ON TOP of watery environs.

A gadgeteer type. Builds and modifies small constructs at first, but they can get bigger as he gains levels. He would be able to modify them in some way. More or less like a summonor, only with mechas!

It seems more to be achived through design/redesign of spells. And how much I like DoTs in MMOs I think that trying to recreate them in Pathfinder would be problematic - that keeping track of three different DoTs on dozen of NPCs.

Vindicator wrote:

A summoner/ alchemist hybrid with elements of the old 3.5 artificer. Something akin to a warcaster from Warmachines. With a warjack that grows more powerful as you level. That would be cool.

I am working on it currently. I hadn't thought about IK/Warjack connection however.

It seems more to be achived through design/redesign of spells. And how much I like DoTs in MMOs I think that trying to recreate them in Pathfinder would be problematic - that keeping track of three different DoTs on dozen of NPCs.

Unless the DoT was area based. Then it's just a spell effect every round.

And instead of redesigning spells, I'm thinking some sort of modifier to current spells.

I like it a lot, feel is good, class features are awesome. But dear god, its damage potential seems absolutely absurd. The NORMAL unarmed damage chart had me worried, and then I saw Improved Damage. To be fair, maybe you've run the math and it doesn't outpace the Fighter or pound the Monk into the dirt as badly as I think it does, but at 7th level they're better unarmed fighters than a 20th level Monk in some respects. That just feels like too much to me.

Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities.

Evolutions (Su). Whenever you change your form using your Evolve Form ability, you can spend extra points from your Evolution Pool to add one or more Evolutions your new form. Use your evolver level as your summoner level for the purposes of determining which Evolutions you can use.

Evolve Form (Su). You can change your shape as a full round action by spending 1 point from your Evolution Pool.
At 1st level, you can use disguise self, enlarger person, or reduce person.
At 3rd level, you can use alter self, barkskin, or tree shape.
At 5th level, you can use beast shape I, gaseous form, invisibility, or water breathing.
At 7th level, you can use beast shape II, elemental body I.
At 9th level, you can use beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, or righteous might.
At 11th level, you can use beast shape IV, elemental body III, form of the dragon I, plant shape II, or transformation.
At 13th level, you can use elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, or statue.
At 15th level, you can use form of the dragon III, giant form II, or iron body.
At 17th level, they can use shape change.
The Save DC of any special ability of the evolver’s assumed form is 10 + ½ your evolver level + your Constitution modifier.

Evolver’s Defense (Ex). The evolver adds his Wisdom bonus to his AC when he is not wearing any armor or carrying a medium or heavy load. This bonus applies to his touch AC, and he does not lose this bonus to his AC when he is flatfooted or otherwise denied his Dexterity bonus to AC. He does lose it if he is immobilized or helpless. At level 4, and every 4 levels thereafter, this bonus to his AC increases by +1.

Evolver’s Trick (Su). At 1st level, 4th level, and every 4 levels thereafter, the evolver chooses one of the following abilities.

Ability Damage/Drain Resistance. When you use Evolve Form, you can spend an additional point from your Evolution Pool and gain the ability to reduce the amount of ability damage, ability drain, and ability penalties you sustain by an amount equal to the number of Evolver’s Tricks that you have.

Chameleon. You gain a bonus equal to your class level on Disguise and Stealth skill checks.

Damage Reduction. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself DR 1/silver for every Evolver’s Trick you know (including this one). At 20th level, when you use this ability you gain DR 10/silver instead.

Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms.

Fast Healing. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself Fast Healing 1 if your hit point total is less than ½ your normal maximum.

Fortification. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of Light Fortification. At level 8, you gain the ability to spend 2 additional points from your Evolution Pool to gain the benefits of Medium Fortification. At level 16, you gain the ability to spend 3 additional points from your Evolution Pool to gain the benefits of Heavy Fortification.

Hand Tool. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a tool. If you spend an additional point from your Evolution Pool, this is considered a masterwork tool.

Hand Weapon. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Simple weapon. By spending 2 points from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Martial weapon.

Kangaroo Pouch. You can grow a pouch with an extradimensional capacity on your body. You can store up to 10 pounds per level in the pouch. You can remove or place an item in the pouch as a free action; this essentially lets you use Quick Draw for any weapons that are stored in your pouch.

Living Weapon. By spending 1 point from your Evolution Pool, you can transform your hands into claws that do damage equal to the unarmed strike of a monk of your level.

Magic Fang. When you use Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of magic fang to one of your natural attacks. You can spend 2 additional points from your Evolution Pool to gain the benefits of greater magic fang instead. You can spend 1 additional point from your Evolution Pool to gain the benefits of align fang.

Quick Change. You decrease the amount of time it takes to use Evolve Form by one step, from a full round action to a standard action at 1st level, from a standard action to a move action at 6th level, from a move action to a swift action at 12th level, and from a swift action to a free action at 18th level.

Quick Curing. You can spend one point from your Evolution Pool as an immediate action and heal yourself 1d8 hit points for every Evolver’s Trick that you have.

Quick Foot. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to give yourself a +10 foot enhancement bonus to your speed for every Evolver’s Trick you know (including this one).

Evolving Enhancement (Ex). Whenever you use your Evolve Form ability, you gain one of the following enhancements: +2 to Strength, +2 to Dexterity, +2 to Constitution, or +2 to your natural armor. At 7th level, you choose two of the above enhancements, and one of them provides a +4 bonus. At 13th level, you choose three of the above enhancements, and one of them provides a +6 bonus and one provides a +4 bonus. At 19th level, you gain a +8, +6, +4, and +2 bonus, distributed amongst all four enhancements.

Evolving Trait (Ex). At 2nd level, you gain an evolving trait. You gain an additional evolving trait at levels 6, 10, 14, and 18. An evolving trait is an ability you can change each day; once it is selected it lasts for 24 hours or until you spend a point from your Evolution Pool to change it. At 2nd level, you can use your evolving trait to gain a number of skill ranks equal to your level. At 6th level, you may select any feat you qualify for as a bonus feat. At 10th level, you can select any extraordinary class ability from any other class, this ability must be available at the other class’s level equal to half your class level. If the ability has any prerequisites, you must meet those requirements. At 14th level, you can select any supernatural class ability from any other class; this ability must be available to the other class at a level equal to half of your class level. At 18th level, you can select any spell-like ability class feature from any other class; this ability must be available to the other class at a level equal to half of your class level.

Rapid Change (Su). At 6th level, you can use Evolve Form as a standard action. At 12th level, you can use Evolve Form as a move action. At 18th level, you can use Evolve Form as a swift action.

Fluid Form (Su). You can use Evolve Form at will without spending any points from your Evolution Pool. You may still spend points from your Evolution points to enhance your form or activate any of your other class abilities, as normal.

This person is the "most unlikely hero imaginable" kind of trope. A farmer, blacksmith, or other person with NO "adventuring" skills who somehow gets caught up in extraordinary events. He uses his supposedly useless skills in creative ways. Like a brave little tailor who sews the giant's shoes together.

2) A Noble

Star Wars had a usable noble class as did Dragonlance. I would love to see a Pathfinder Noble too.

This person is the "most unlikely hero imaginable" kind of trope. A farmer, blacksmith, or other person with NO "adventuring" skills who somehow gets caught up in extraordinary events. He uses his supposedly useless skills in creative ways. Like a brave little tailor who sews the giant's shoes together.

2) A Noble

Star Wars had a usable noble class as did Dragonlance. I would love to see a Pathfinder Noble too.

Baron's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Baron's Influence uses up one point from the character's Noble Pool (see below).

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Attack and Damage Rolls, +1 circumstance bonus on all Saving Throws, or +1 circumstance bonus to all Skill Checks. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble grants the one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Attack and Damage Rolls, -1 circumstance penalty on all Saving Throws, or -1 circumstance penalty to all Skill Checks. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Noble Pool (Ex). The Noble possesses a Noble Pool with a number of Noble Points equal to 1/2 his Noble class level plus his Charisma bonus (minimum 1), which is replenished each day at dawn. The Noble may spend these points to activate some of his class abilities.

Noble Will (Ex). As long as the Noble has at least 1 Noble Point in his Noble Pool, he adds his Charisma bonus (if any) to his Will Saves.

Noble Talents:

Noble Talent. At 2nd level, and every even level thereafter, the Noble gains one of the following Noble Talents. Each Noble Talent may only be selected once unless otherwise noted in its description.

Ancestral Knowledge (Su). By spending 1 Noble Point as a free action, you add your class level to a single Knowledge skill check.

Charm (Ex). Choose one sex. You add 1/2 your class level to all Charisma based checks to members of the chosen sex.

Combat Talent. You gain 1 Combat Feat that you qualify for.

Commanding Presence (Ex). Spend 1 Noble Point as a free action and add your class level to a single Diplomacy or Intimidate skill check.

Curse of Regicide (Su). As long as you have at least Noble Point in your Noble Pool, whenever an opponent drops you to negative hit points, or kills you, it must make a Will Save with a DC of 20 + your class level + your Charisma modifier or be subjected to a Bestow Curse effect that can only be removed by a Miracle or Wish.

Extra Class Skill. Choose one cross-class skill. It is now a class skill for you. You may select this Noble Talent multiple times, each time choosing a different skill.

Favor (Ex). Spend 1 Noble Point and you can make a Favor check (1d20 + 1/2 your class level + your Charisma bonus) and gain a Favor as described under the Charismatic Hero Talent of the same name in d20 Modern.

Feat. You gain 1 bonus feat that you qualify for. You must be 10th level to select this Talent.

Great Ally (Ex). When using or targeted with an Aid Another action, you gain an additional +1 bonus. When you flank a creature, you gain an additional +2 bonus on your attack rolls.

Noble Fate (Ex). When you fall below 0 hit points, you may spend 1 Noble Point as an immediate action and gain a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute.

Noble Smite (Ex). Spend 1 Noble Point as a swift action and add your Charisma bonus to your next attack roll and your class level to your damage roll if you successfully hit.

Skill Mastery. Select a number of skills equal to 3 + your Intelligence modifier. You make take 10 on the selected skills even if doing so is not normally permitted.

Skill Talent. Select either Skill Focus or a +2/+2 feat.

Slippery Mind (Ex). If you fail a Will Save, you may make a single additional Will Save 1 round later.

Taunt (Ex). You target 1 creature that can see and hear you and understand the language you are speaking. As a move action, you spend 1 Noble Point and the target creature must make a Will Save with a DC 10 + 1/2 your Noble level + your Charisma modifier or attack you for 1 round.

Weapon Talent. You gain Weapon Focus in a weapon of your choice that you are proficient in.

Noble Skill Use:

Noble Skill Use (Ex). At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), the Noble learns a special use of a class skill.

Appraise. By spending 1 Noble Point and making an Appraise skill check with a DC of 20 + the caster level, the Noble gains the benefit of an Identify spell for the object in question. This takes 1 minute.

Bluff. You can use the Bluff skill to sow distrust amongst your enemies. You must know the name of the target you are seeking to influence, as well as the name of the character you are seeking to sow distrust against. As a full round action, you spend 1 Noble Point and make a Bluff skill check opposed by the Sense Motive skill check of your target. If you are successful, your target's attitude towards the designated character worsens by 1 step (from helpful to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile). If you succeeded, you may continue to use a full round action to continue to influence your target by making additional Bluff checks opposed by his Sense Motive checks. When the target's attitude towards the designated character becomes hostile, the target attacks the designated character. Once the target succeeds on a Sense Motive check, he cannot be affected by this ability for 24 hours.

Diplomacy. The Noble can spend 1 point from his Noble Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Noble for 1 round. If the Diplomacy check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round.

Disguise. The Noble can emulate another alignment. If an opponent attempts a magical means to determine the Noble's alignment, the opponent must succeed on a caster level check opposed by the Noble's Disguise skill check to get an accurate reading. If the opponent loses the opposed roll, he detects the alignment that the Noble has designated.

Handle Animal. The Noble can spend 1 point from his Noble Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Noble for 1 round. If the Handle Animal check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round. The Noble can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check. The Noble can use this ability against any other creature type with an Intelligence of 1 or 2, but takes a -8 penalty to his Handle Animal check. Creatures with an Intelligence score of 3 or more, or without an Intelligence score, are immune to this ability.

Intimidate. The Noble can spend 1 point from his Noble Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Noble’s Charisma bonus (minimum +1). At 7th level, the Noble can spend 2 points from his Noble Pool and cause affected characters within 60 feet to be frightened. At 11th level, the Noble can spend 3 points from his Noble Pool and cause affected creatures within 120 feet to be panicked.

Linguistics. By spending 1 point from your Noble Pool and observing a creature for 1 round, you gain an instinctive insight into briefly communicating with it. This allows you to use a language-dependent effect against the creature even if you are unable to communicate in a language it knows. The language-dependent effect must be used or begun the round immediately after you activate this ability.

Perception. The Noble is keenly aware of attempts to assassinate him. As an immediate action, the Noble makes a Perception check with a bonus equal to his class level against an opponent who is using Stealth or Invisibility to hide from the Noble just prior to an attack; when an opponent uses Sleight of Hand to slip poison into the Noble's drink, etc. If the Perception beats the opponent's Stealth check, the Noble is not considered flat-footed against that opponent's attack.

Perform. The Noble is able to use the Perform skill check instead of the Knowledge (nobility) skill check when using his Baron's Influence, Viscount's Influence, Earl's Influence, Marquis's Influence, and Duke's Influence abilities.

Profession (noble). The Noble is adept at handling his personal finances. Every time the Noble gains an additional Noble level (including the level that this ability is chosen), he makes a Profession (noble) check and gains 100 gp per point of the Profession (noble) check.

Ride. The Noble gains an animal companion as if he were a druid of his Noble class level. The selected animal companion must be a suitable mount for the Noble.

Sense Motive. As an immediate action, the Noble can spend 1 point from his Noble Pool and make a Sense Motive check opposed by the attack roll of an opponent that is adjacent to the Noble. If the Sense Motive check is successful, the opponent's attack roll misses.

Survival. The Noble is an expert tracker and huntsman. He adds one half his Noble class level on Survival checks made to track.

Swim. You add half your Noble class level on all Swim checks and to Constitution checks to determine how long you can hold your breath. You can hold your breath for a number of rounds equal to Constitution score plus your Noble class level.

Viscount's Influence:

Viscount's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Viscount's Influence uses up 2 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Armor Class, Damage Reduction 1/-, or +5 foot circumstance bonus to Speed. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Armor Class, when damaged, take an additional 1 point of damage, or -5 foot circumstance penalty to speed. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Earl's Influence:

Earl's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Earl's Influence uses up 3 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to the Save DC of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), +1 circumstance bonus to caster level checks, or fast healing 1. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to the Save DCs of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), suffer a -1 circumstance penalty to their caster level checks (if any), or suffer 1 point of damage per round. This effect persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Marquis's Influence:

Marquis's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Marquis's Influence uses up 4 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: Gain 1 extra standard, move, or swift action that must be used before the Noble's next turn; gain a number of hit points equal to the target's Hit Dice x 1/10 the Knowledge check (rounded down), or gain the benefits of evasion and mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: limited to a single move or standard action, take an amount of non-lethal damage equal to the target's HD multiplied by 1/10 the Knowledge check, or lose the ability to use evasion or mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Duke's Influence:

Duke's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Duke's Influence uses up 5 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: Gain 1 extra full round action that must be used before the Noble's next turn, restore one negative level per plus of the Knowledge check, or gain SR equal to 5 + 5 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: The targets are dazed or stunned (Noble's choice) for 1 round per 1/10 of the Knowledge check, gain 1 negative level per 1/10 of the Knowledge Check for a number of hours equal to the Noble's Charisma bonus (minimum 1 hour), or have their Spell Resistance reduced by 5 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Far Hand (Sp): As a standard action, the enforcer can use mage hand as a spell-like ability. It has Strength and Dexterity scores equal to the enforcer’s level. The enforcer can use the far had to manipulate objects or wield weapons with it. He can make combat maneuvers with his far hand, using a CMB modified by his BAB and by the far hand’s Strength modifier. Its CMD is equal to the enforcer’s BAB modified by the far hand’s Strength and Dexterity modifiers.

Kinetic Armor (Su): The enforcer is able to generate a field of kinetic energy to protect himself from danger. While conscious, he gains an armor bonus equal to his Charisma to his AC. At 4th level, and every 4 levels thereafter, the enforcer’s armor bonus to AC increases by 1. The enforcer can activate his kinetic armor ability as an immediate action, its duration is 24 hours or until the enforcer is unconscious.

Ram (Sp): As a standard action, the enforcer can project a burst of telekinetic force. The enforcer can make a ranged touch attack with a range of 60 feet, if he succeeds, his target takes 1d6 points of force damage and is subjected to a bull rush attempt with a CMB equal to the enforcer’s level + his Charisma modifier; this bull rush attempt does not provoke attacks of opportunity and the enforcer does not have to move to push the target more than 5 feet back. This ability causes half damage to non-living objects. The enforcer can choose to cause non-lethal damage with his ram ability; if he does so, he can use his enforcer feat in coordination with that attack. The enforcer uses his Charisma modifier on Concentration checks. The ram has a threat range and critical multiplier of 20/x2.

Force Powers (Sp or Su): At 2nd level, and every 2 levels thereafter, the enforcer gains one of the following force powers. The enforcer’s caster level for these abilities is equal to his class level. The save DC, if any, of any force power is 10 + ½ the enforcer’s class level + the enforcer’s Charisma modifier.

Cone of Force (Sp): You can project your ram ability in a cone 30 long, all within it are allowed a Reflex Save for half damage and to avoid the bull rush attempt

Deflecting Hand: The enforcer can use his far hand to protect him with the Deflect Arrows feat. This also gives him a +1 deflection bonus to his AC.

Disarming Ram (Sp):

Float (Sp): As an immediate action, the enforcer is protected by a feather fall effect, and gains a bonus on Swim skill checks equal to his level.

Floating Disc (Sp):

Force Fist (Su): The enforcer can add his ram effect to his unarmed attacks. He is considered armed when making an unarmed attack using his Force Fist ability.

Hammering Ram: The enforcer causes full damage with his ram ability against non-living objects.

Kinetic Athlete (Su): The enforcer adds his level to Acrobatic skill checks made to balance or jump, and to Climb skill checks.

Kinetic Durability (Su): The enforcer gains DR/- equal to half his level. This ability only works when his Kinetic Armor ability is functioning.

Line of Force (Sp): You can project your ram ability in a line 60 long, all within it are allowed a Reflex Save for half damage and to avoid the bull rush attempt.

Multiple Hands (Sp): As a full round action, the enforcer can control a number of far hands equal to his Intelligence modifier (minimum 1). If the enforcer has the deflecting hand or snatching hand force power, he can use them each once per round per far hand he currently has manifested.

Potent Hand (Sp): The enforcer adds his Charisma modifier to the Strength score of his far hand.

Potent Ram (Sp): The enforcer adds his Charisma modifier to his ram damage rolls and to his caster level checks made to bypass spell resistance when using his ram ability.

Resilient Sphere (Sp):

Snatching Hand (Sp): The enforcer can use his far hand ability use the Snatch Arrows feat. He gains a +2 deflection bonus to his AC. The enforcer must have the deflecting hand force power before selecting this force power.

Spiritual Weapon (Sp):

Swift Flight (Sp): As a swift action, the enforcer can fly with a speed of 60 feet and good maneuverability for 1 round. The enforcer must have the float force power before selecting this force power.

Sudden Barrier (Sp): As an immediate action, the enforcer can create a 5 foot by 5 foot wall of force for 1 round. This grants the enforcer full cover against attacks made from the other side of the barrier. The enforcer must have the sudden shield force power before selecting this force power.

Sudden Shield (Sp): As an immediate action, the enforcer can grant himself a +4 shield bonus to his AC for 1 round.

Sundering Ram (Sp):

Tripping Ram (Sp):

Twilight Knife (Sp):

Unseen Servant (Sp):

Advanced Force Powers (Sp or Su): Beginning at 10th level, the enforcer can select an advanced force power in place of a force power.

Blade Barrier (Sp):

Clenched Fist (Sp):

Crushing Fist (Sp):

Fling Skyward (Sp):

Force Cage (Sp):

Forceful Hand (Sp):

Grasping Hand (Sp)

Interposing Hand (Sp):

Mage’s Sword (Sp)

Overland Flight (Sp):

Piercing Ram (Sp): The critical multiplier of the enforcer’s ram increases to x3.

Reverse Gravity (Sp):

Slashing Ram (Sp): The threat range of the enforcer’s ram increases to 19-20. It can be improved using the Improved Critical feat or keen weapon special ability, etc.

Swift Hand (Sp): The enforcer can use his far hand as a swift action.

Swift Ram (Sp): The enforcer can use his ram ability as a swift action.

Interesting, interesting. My first impression is that I would change Kinetic Armor to act as a constant mage armor spell-like ability granting +4 armor bonus at 1st level and increases it with level and add Force Power that grants deflection bonus equal to Charisma bonus in somewhat limited circumstances. Possibly mutally exclusive with ability adding Charisma bonus to damage with Force Ram (i.e. character would have to switch between offensive and defensive modes).

Interesting, interesting. My first impression is that I would change Kinetic Armor to act as a constant mage armor spell-like ability granting +4 armor bonus at 1st level and increases it with level and add Force Power that grants deflection bonus equal to Charisma bonus in somewhat limited circumstances. Possibly mutally exclusive with ability adding Charisma bonus to damage with Force Ram (i.e. character would have to switch between offensive and defensive modes).

It reminds me of my initial attempts to recreate Warlock.

Maybe a Force Power called Potent Force Ram: You add your Charisma bonus to force ram damage rolls and to caster level checks to overcome SR when using your Force Ram.

Interesting, interesting. My first impression is that I would change Kinetic Armor to act as a constant mage armor spell-like ability granting +4 armor bonus at 1st level and increases it with level and add Force Power that grants deflection bonus equal to Charisma bonus in somewhat limited circumstances. Possibly mutally exclusive with ability adding Charisma bonus to damage with Force Ram (i.e. character would have to switch between offensive and defensive modes).

It reminds me of my initial attempts to recreate Warlock.

Maybe a Force Power called Potent Force Ram: You add your Charisma bonus to force ram damage rolls and to caster level checks to overcome SR when using your Force Ram.

Yep, that one. Switching between defensive/offensive (and possibly untility mode) is way to go with class like this "Enforcer Player: enemies are far away, I will focus on offensive power, they don't have bows they won't hit me here GM: make a Perception check PC: What? Why? Hidden enemies around? I switch to defensive! GM: *chuckle*"